User Tag List

Results 1 to 3 of 3

Thread: Animation Persistence Across Frames

  1. #1
    No Products Registered

    Join Date
    Dec 2016
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Animation Persistence Across Frames

    Hi! I'm a new user to Clickteam Fusion 2.5 and I'm hoping this will be an easier issue than I think it is, but...

    I'm working on a simple overhead shooter-style game. The player controls a helicopter and attempts to navigate terrain littered with turrets. When the player enters an invisible active object called "targeting area" the turret object launches shot objects in the direction of the player. So far, so good.

    The problem is, to make it so that the player can see more of the area at any time (the screen is normally too zoomed in to see all of it) I implemented a frame switch to a map screen. I set up a global value that retains the location of the player, so when they switch back, the player is where it should be. That all works fine. The problem is that the shots are not! Even if I tried to make an array to store every shot on the screen, I feel like on reload it would be static.

    Bottom Line Question:

    Is there a (preferably simple) way to "pause" a running frame, switch to another frame, and "unpause" the original frame so that all the animations, velocity, etc. remains intact?

    Again, I'm pretty new to all of this, so I'd appreciate any help, even if it's a tough issue. I'll also be happy to provide any parts of my code if anything needs to be clarified! And of course, if this has already been answered somewhere else, let me know and I'll shut up. I couldn't find any answers on the forums that matched this issue of restoring animation after switching frames, but maybe I just missed it. Thanks!

  2. #2
    Clicker

    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export ModuleUnicode Add-on
    mobichan's Avatar
    Join Date
    Oct 2007
    Location
    Buffalo, NY
    Posts
    3,310
    Mentioned
    28 Post(s)
    Tagged
    0 Thread(s)
    The simpler way might be to not switch frames, but have your map on an invisible layer in the same frame as the game. Then, have all your game code in a group which you can activate/deactivate to "pause" the game. When you deactivate the game group, then make the map layer visible. If you are moving the objects in code, you simply make sure the movement code is inside the game code group. If you are using built-in movements, then you simply call a "Stop" action when you pause and a "Start" action when you unpause.

    If you absolutely must have everything in a separate frame, you are going to need to store all the relevant data in an Array as you mentioned.

  3. #3
    No Products Registered

    Join Date
    Dec 2016
    Posts
    2
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Gotcha. Thanks very much for the information!

Similar Threads

  1. Animation Frames become invisible bug.
    By BartekB in forum Fusion 2.5
    Replies: 7
    Last Post: 1st April 2018, 03:24 PM
  2. Help with animation frames
    By Jinxtengu in forum Fusion 2.5
    Replies: 5
    Last Post: 11th November 2014, 12:25 PM
  3. persistence on iOS apps?
    By Chokito in forum iOS Export Module Version 2.0
    Replies: 6
    Last Post: 22nd November 2012, 12:21 PM
  4. Blending animation frames
    By ac3raven in forum Multimedia Fusion 2 - Technical Support
    Replies: 4
    Last Post: 16th August 2011, 03:16 PM
  5. Randomise Animation Frames?
    By Dines in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 31st December 2006, 12:34 PM

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •